Ayo Afolabi
Game Designer

About me
Hey, I'm Ayo (pronounced 'Io') a game designer specializing in systems, combat, and class (both design as a lifestyle), based in Baltimore. I care most about the moment-to-moment feel of gameplay: how abilities interact, how enemies push back, how a well-tuned system creates a decision that matters.I've shipped work on Steam and in Netflix R&D, led design teams, and spent way too many hours theorycrafting builds, making sure my in-game fits, look fire, and whatever card game has my attention that week. That genre obsession feeds directly into how I think about kit design, itemisation, and what makes a project feel distinct and satisfying to play (and of course, having a visual flair).I have a B.S. in Games Simulations Arts & Sciences and a M.S. in Critical Game Design from RPI, and I've been designing and shipping games across solo, indie, and studio contexts since 2021.
Fun Facts: My favourite numbers are 0, 3, and 7. My favourite colours are grey and orange (I wonder if you can tell). My favourite type of magic is celestial or sword summoning. I have over 1.5 mill mastery on Riven (please I am kind)
Projects
Musical Speedrunning
A music-based speedrunner that hit top 5 trending on Steam within 2 days of launch. Led core game loop, tile system design, achievement framework, and player progression
League of Legends Character Exploration & Concept
A complete class design system: full LoL champion kit with unique resource mechanic, 5 abilities, passive interactions, and narrative integration - Showcased at an art exhibition titled "Inside Howzer's Mind"
Analogue 5-Player Boss v Hero Card & Dice Game
A 4v1 asymmetric tabletop game, one Monster player against four Heroes, designed for replayability across different groups and playstyles. Inpsired by DnD gameplay mechanics and narrative
League of Legends System Designed Item
A custom enchanter item. Includes a fully dynamic damage/effectiveness calculator in Google Sheets for cross-item balancing at every level and build
Little Alchemist Meets Cozy Witch
A cute demo involving little elementals exploring UI/UX design as well as combining gameplay and theme
Hack N Slash PvE - Enemy & Creature Design Concept
A hack-and-slash concept with adaptive enemy AI: the game's spawn logic reads how you fight and counters it, ex. melee players face more Snipers, kiting players spawn more Slashers. Six enemy archetypes, 13 side-grade weapons, and a Unity-blocked level inspired by Doom and Turbo Overkill
Gameplay trailer ft. done by Aestronauts Team
Developer: Aestronauts
Platform: PC, Steam
Genre: Speed-Running, Music
Model: Single Purchase
Team Size: 8
Dev Cycle: ~ 3 months
Engine: Unity
Systems - Progression - Live Ops Gameplay Loop - UI/UX - Concept to Release - Rapid Prototyping - Shipped Title - In-Engine Implementation - Playtesting - Live Content Update
Music based speed running game
Tempo
Tempo was a 1-week incubator program challenge that continued development for a couple of months until its release. Our challenge was to design a speedrun-themed experience with a focus on replayability. The basis of the game is drawn from traditional rhythm game design but remixed to appeal to the speedrunning community, with the addition of competition between players via timed leaderboards and the ability for players to skip ahead in maps.The game was released on Steam and reached the top 5 in Steam's free-to-play titles.
+ Brainstormed, developed, and iterated on core gameplay loop where players utilize keys to navigate through maps to their own rhythm+ Developed and implemented play incentives for players, including achievements and player customization options+ Conceptualized, created and implemented assets for level environments, including shader creation, visual effects, models, and UI/UX+ Created promotional materials for distribution on Steam and other platforms+ Presented game at GDC under NYC Pavilion the EXPO hall
Tempo love tap update
Spirit crosser update
Although Tempo is considered done, we were inspired by GDC to create a free content update to the game for our remaining player base. This included new levels, a new map, a bunch of new visual cosmetics, some QoL updates, achievements, and player rewards.
+ Worked on player rewards featuring the Achievement system and all of their icons, as well as Player cosmetics that can be earned in-game+ Created assets and set dressing for the level, including several shaders and particle effects, 3D models, and placement within the level+ Concepted and created Spirit-themed level
Sample Gameplay
Developer: Solo
Platform: PC
Genre: Fantasy, Alchemy, Combination
Model: Demo
Dev Cycle: ~ 1 week
Rapid protoyping - in-Engine Coding & Implementation - UX/UI Design - Comination Mechanics
Cozy witch creates new friends
Little Elementals
Little Elementals is a short demo made to have visuals inform that inform gameplay. Important themes for this game were worldbuilding through the environment assets and using only UI to convey intent. I referenced games like "Little Alchemists" where mixing potions was the core gameplay loop, but also adapted it to fit the theme of “Cosy witch creating new elementals with bubbly personalities”.This game was created almost exclusively by me in Unity which slight programming help from a friend.
+ Designing and tailoring to a set thematic+ Gameplay design inspired by games like "Little Alchemy"+ All asset creation and implementation+ Unity C# programming
Systems - Balance - Asymmetric Design - Tabletop Design - Iterative Design - Playtesting
Dice and card Party monster slaying game
Final Stand
Final Stand started from a question I kept coming back to: how do you make a 4v1 feel fair for both sides? One player controls a powerful Monster while four Heroes coordinate to survive or beat an alternate win condition. The core tension lives in that number gap, the Monster needs to feel genuinely threatening without being unbeatable, and the Heroes need to feel capable without making the Monster irrelevant.This project was an interesting challenge for me. I was intrigued by both the flavouring of table top games like Dnd and Pathfinder and also the adaptability of games like Uno. Players can change the rule sets to fit their tables, but the default rule set is both fun and balanced to get in and get started.
+ Designed for accessibility without sacrificing depth, dice and playing cards are universal, so the game runs at any table with no setup friction while still rewarding strategic play.+ Created a system that encouraged player creativity and roleplay+ Creating a system that has a defined ruleset but is very easy to adapt to any table

Illustration of Howzer
within his lab in Piltover
Character kit and design - system balancing for player enjoyment & enemy counterplay - narrative inclusion - interation and development
Lol character concept
Howzer
Howzer is a support specialist hailing from Piltover. He was created for an exhibition where I wanted to tie him into an existing universe and storylines. For the exhibition, I also stepped into his mind and did journal entries as if he wrote them, writing about his thoughts, meta ability notes, and (taking a note out of his best friend's book) his exploration of Runterra searching for interesting ingredients for his potions.
+ Analysis and creation of a champion in an existing universe (League of Legends) filling a niche within its champion roster, a complex support+ System Design revolving around creating his abilities and balancing as well as Narrative Design tieing his gameplay with his story and personality+ Iterative design pattern of reassessing his goal and making tweaks to move closer+ Presented a game art exhibition to other devs and visual enjoyers

“This should help... I mean I’m pretty sure I think it does”
- Howzer
system design for a design niche and balancing - creating a backstop for data analysis between options - fitting for a pre-exisiting economy and design space
lol custom support item
Hextech Synthesizer
Inspired by LoL Items that are related / from in-game characters. Enchanter-themed Sheen item that has inworld relevance to Howzer.I also created a damage calculator that takes in a champion's base value and item build to calculate different items effectiveness in Google Sheets.
+ Analysis and Understanding of other items in Hextech Synthesizer's class and creating one that fills a new niche+ System Design for Item creation and balancing for its intended class and to prevent abuse from others
Concept for Creature Design and an overview of the church battlefield
Developer: Solo
Platform: PC, Console
Genre: Fantasy, Action, HacknSlash, Survival
Model: Concept
Modes: PvE
Combat - Enemy AI - Systems - Encounter - Weapons - Level Design - Solo Development - GDD Documentation
Demons, Swords, and Guns oh my!
Okon level Design
& Game Concept
Okon is a hack-and-slash survival concept set in a dilapidated church on a mountainside. The design is built around one core principle: punish inaction, don't reward action. Standing still gets you killed. Combat
exists to give you something useful to do while you're moving, not as
the goal itself. Heavily inspired by the feel of Doom and Turbo
Overkill.GDD linked below.
+ Gameplay design focusing on simple objectives that reinforce the main goal of player movement through punishment instead of a reward cycle+ Game mechanics that can help and hurt players incentivizing creative thinking, such as slowing but healing waters, cover, and forced mobility+ Created level design sketch in Unity focusing on gameplay values and visual theming+ Player and enemy combat interactions as well as Enemy AI archetypes and ability concepts+ Created weapons that are side grades to default weapons but offer unique play styles for players
Combat & Class Design
This section is curated for one of my favorite sub-disciplines of design, combat, systems, and class. I love the fantasy of creating the tools for players to achieve victory or planting the challenges and encounters they have to overcome. Projects here are mainly demos and documentation, showing my thought process of the projects my goals and how the direction of the game would go.
Elden Ring Boss Encounter
Baesr, the Halo’s Song
Elden Ring has always had optional bosses, but most of them still want to kill you. I wanted to design one that actively doesn't.Baesr is a siren who sits by the Enchanted Lake of Lúmenis. She is serene, gentle, genuinely happy to chat and share items with anyone who approaches peacefully. She's not a trap. She's not secretly evil. She's just… nice. And the game gives you the option to kill her anyway.The encounter is built around three emotionally distinct phases that mirror her state of mind: Phase 1 (The Plea) is defensive and sorrowful; she's dodging your attacks and literally begging you to stop, and if you do, she heals you both. The relationship is damaged, but repairable. Phase 2 (The Wrath) kicks in at 50% HP when grief becomes rage, the lake churns, the moon turns blood red, and she stops pulling her punches. There is no going back from this; you either leave and never see her again or kill her. Phase 3 (The Desperation) at 15% is a chaotic scramble; her attacks become erratic, her own spells start hitting her, and both you and her are just trying to survive.The environment tracks her arc the whole way. Serene lake → shadowed and sorrowful → blood moon and raging water → chaotic maelstrom. By the time she dies, the lake is silent, colourless, and completely still. No music. The contrast with what it looked like when you arrived does the narrative work.If you kill her, you get her Remembrance, tradeable for her Harp, the Moonlight Talisman, or her Cloak. And you get Baesr's Scale, a key item that does nothing except exist in your inventory and remind you of what you did. You can't drop it.The design goal was to create a boss that the community would genuinely argue about. Not "is she hard" but "did you kill her?" I'd love for that to be a real conversation people have.
Boss Design - Encounter Design Phase Design - Narrative Design Arena Design - GDD Authorship
Draw your way to victory
Arena Fight Club
The core idea: instead of pressing buttons to use abilities, you draw a sigil with your mouse. Hold left click, move in a pattern, release, and whatever you drew fires toward your cursor. The skill isn't in being precise with the drawing. The skill is in knowing your kit: which ability to use right now, how long it takes to draw while your opponent is moving, and whether it'll actually connect.The thing I'm most happy with is that each character's sigil design reflects their archetype. The Fire Mage draws flowing curves, kind of like a wizard tracing spells in the air. The Woad Warrior draws wild, scratchy slashes, fast and barbaric. The Country Ranger draws angular geometric lines, precise, mechanical, like tracing crosshairs and bullet paths. So even the act of playing a character feels different before you've cast anything.The three characters each have a resource system that creates a fundamentally different relationship with their kit. The Mage runs on mana that regens slowly, but her basic Firebolt restores mana, so she has to weave it in constantly to sustain the bigger spells. The Warrior uses stamina that regens fast enough to play aggressively, but her Guard and Vanguard Retreat both recover stamina mid-fight, rewarding good reads. The Ranger has 6 rounds of ammo that never regen passively, and Pistol Whip does more damage and gives a full reload when your gun is empty, so letting yourself run dry is actually the right call with the risk of having to be melee.The design pillars were: no two games should play the same, every ability should be counterable with proper reads, and the cast window should never exceed 1.5–2 seconds, fast enough that the sigil drawing doesn't interrupt the fight, just punctuates it.This was a jam concept and pitch, not a shipped build. But it has a full GDD, complete ability sheets with damage/CD/range numbers, and VFX sketches for the Mage's kit.
Combat Design - System Design Number Balancing - Narrative & Gameplay interaction
Dice and card Party monster slaying game
Final Stand
Final Stand started from a question I kept coming back to: how do you make a 4v1 feel fair for both sides? One player controls a powerful Monster while four Heroes coordinate to survive or beat an alternate win condition. The core tension lives in that number gap, the Monster needs to feel genuinely threatening without being unbeatable, and the Heroes need to feel capable without making the Monster irrelevant.This project was an interesting challenge for me. I was intrigued by both the flavouring of table top games like Dnd and Pathfinder and also the adaptability of games like Uno. Players can change the rule sets to fit their tables, but the default rule set is both fun and balanced to get in and get started.
+ Designed for accessibility without sacrificing depth, dice and playing cards are universal, so the game runs at any table with no setup friction while still rewarding strategic play.+ Created a system that encouraged player creativity and roleplay+ Creating a system that has a defined ruleset but is very easy to adapt to any table

Illustration of Howzer
within his lab in Piltover
Lol character concept
Howzer
Howzer is a support specialist hailing from Piltover. He was created for an exhibition where I wanted to tie him into an existing universe and storylines. For the exhibition, I also stepped into his mind and did journal entries as if he wrote them, writing about his thoughts, meta ability notes, and (taking a note out of his best friend's book) his exploration of Runterra searching for interesting ingredients for his potions.
+ Analysis and creation of a champion in an existing universe (League of Legends) filling a niche within its champion roster, a complex support+ System Design revolving around creating his abilities and balancing as well as Narrative Design tieing his gameplay with his story and personality+ Iterative design pattern of reassessing his goal and making tweaks to move closer+ Presented a game art exhibition to other devs and visual enjoyers

“This should help... I mean I’m pretty sure I think it does”
- Howzer
lol custom support item
Hextech Synthesizer
Inspired by LoL Items that are related / from in-game characters. Enchanter-themed Sheen item that has inworld relevance to Howzer.I also created a damage calculator that takes in a champion's base value and item build to calculate different items effectiveness in Google Sheets.
+ Analysis and Understanding of other items in Hextech Synthesizer's class and creating one that fills a new niche+ System Design for Item creation and balancing for its intended class and to prevent abuse from others
Concept for Creature Design and an overview of the church battlefield
Developer: Solo
Platform: PC, Console
Genre: Fantasy, Action, HacknSlash, Survival
Model: Concept
Modes: PvE
Enemy type and ai design - Behavioral Trees - player weapon options - core gameplay loop - combat design - level design
Demons, Swords, and Guns oh my!
Okon level Design
& Game Concept
Okon is a hack-and-slash survival concept set in a dilapidated church on a mountainside. The design is built around one core principle: punish inaction, don't reward action. Standing still gets you killed. Combat
exists to give you something useful to do while you're moving, not as
the goal itself. Heavily inspired by the feel of Doom and Turbo
Overkill.GDD linked below.
+ Gameplay design focusing on simple objectives that reinforce the main goal of player movement through punishment instead of a reward cycle+ Game mechanics that can help and hurt players incentivizing creative thinking, such as slowing but healing waters, cover, and forced mobility+ Created level design sketch in Unity focusing on gameplay values and visual theming+ Player and enemy combat interactions as well as Enemy AI archetypes and ability concepts+ Created weapons that are side grades to default weapons but offer unique play styles for players
Ninjas are Rad Mobile Stealth Game - Player Ability Concept
Tochi - Stealthy ninja strategy game
Tochi is a game concept that revolves around the player becoming a ninja who dashes around different maps. The player has to avoid the gazes of enemies at defiled hidden ninja temples using powerups like wind shurikens and teleportation. Indulging my love of all things glowy, the game is set on a neon-themed geometric landscape.One page GDD is attached below.


Sample Concept Art for a moment-in-frame
+ Gameplay designed for a casual audience with simple but in-depth gameplay, especially for a mobile platform+ Created a pitch deck to showcase the game concept+ Focused on adaptable ability design to allow players to create builds+ Being a ninja is cool
Blog
Elden Ring Boss Encounter
Baesr, the Halo’s Song
Elden Ring has always had optional bosses, but most of them still want to kill you. I wanted to design one that actively doesn't.Baesr is a siren who sits by the Enchanted Lake of Lúmenis. She is serene, gentle, genuinely happy to chat and share items with anyone who approaches peacefully. She's not a trap. She's not secretly evil. She's just… nice. And the game gives you the option to kill her anyway.The encounter is built around three emotionally distinct phases that mirror her state of mind: Phase 1 (The Plea) is defensive and sorrowful; she's dodging your attacks and literally begging you to stop, and if you do, she heals you both. The relationship is damaged, but repairable. Phase 2 (The Wrath) kicks in at 50% HP when grief becomes rage, the lake churns, the moon turns blood red, and she stops pulling her punches. There is no going back from this; you either leave and never see her again or kill her. Phase 3 (The Desperation) at 15% is a chaotic scramble; her attacks become erratic, her own spells start hitting her, and both you and her are just trying to survive.The environment tracks her arc the whole way. Serene lake → shadowed and sorrowful → blood moon and raging water → chaotic maelstrom. By the time she dies, the lake is silent, colourless, and completely still. No music. The contrast with what it looked like when you arrived does the narrative work.If you kill her, you get her Remembrance, tradeable for her Harp, the Moonlight Talisman, or her Cloak. And you get Baesr's Scale, a key item that does nothing except exist in your inventory and remind you of what you did. You can't drop it.The design goal was to create a boss that the community would genuinely argue about. Not "is she hard" but "did you kill her?" I'd love for that to be a real conversation people have.

Learn and Recreate
Cave Story Level Design Analysis and Recreation
I unexpectedly developed a strong interest in this project. My research focused on Cave Story, particularly how players derive value from various weapons and their interactions with the game environment. I was intrigued by the "teach then execute" approach evident in the level design, which still permits players, regardless of their prior knowledge or skills, to explore alternative strategies. This principle is consistently present throughout the game, resulting in diverse and engaging playthroughs.The objective of this project was to analyze and comprehend how the game instructs players in gameplay mechanics. Subsequently, I aimed to apply these concepts to create my own level design that aligns with the game's underlying methodology.
Game Jam Concept and Documentation
Arena Fight Club
The core idea: instead of pressing buttons to use abilities, you draw a sigil with your mouse. Hold left click, move in a pattern, release, and whatever you drew fires toward your cursor. The skill isn't in being precise with the drawing. The skill is in knowing your kit: which ability to use right now, how long it takes to draw while your opponent is moving, and whether it'll actually connect.The thing I'm most happy with is that each character's sigil design reflects their archetype. The Fire Mage draws flowing curves, kind of like a wizard tracing spells in the air. The Woad Warrior draws wild, scratchy slashes, fast and barbaric. The Country Ranger draws angular geometric lines, precise, mechanical, like tracing crosshairs and bullet paths. So even the act of playing a character feels different before you've cast anything.The three characters each have a resource system that creates a fundamentally different relationship with their kit. The Mage runs on mana that regens slowly, but her basic Firebolt restores mana, so she has to weave it in constantly to sustain the bigger spells. The Warrior uses stamina that regens fast enough to play aggressively, but her Guard and Vanguard Retreat both recover stamina mid-fight, rewarding good reads. The Ranger has 6 rounds of ammo that never regen passively, and Pistol Whip does more damage and gives a full reload when your gun is empty, so letting yourself run dry is actually the right call with the risk of having to be melee.The design pillars were: no two games should play the same, every ability should be counterable with proper reads, and the cast window should never exceed 1.5–2 seconds, fast enough that the sigil drawing doesn't interrupt the fight, just punctuates it.This was a jam concept and pitch, not a shipped build. But it has a full GDD, complete ability sheets with damage/CD/range numbers, and VFX sketches for the Mage's kit.
Educational Learning Gamification
Orbitfall
Orbitfall was a game design test I recieved where the prompt was to gamify a learning concept from a list. The subject I chose was about entropy and learning about how it works and its applications.Orbitfall was the result of me adding simple skill and an educational approach, for a player to fundementally understand the concept while also having fun and encourgement to play more.Some goals for this project was ensuring that the player walked away with understanding of the concept, the mechanics and UI would fit within a mobile app, and that it wouldn't take more than 5 minutes of gameplay to complete.
Early trailer done by another intern at Knucklebones
Publisher: Knucklebones
Developer: Knucklebones Entertainment
Platform: PC
Genre: Educational, Spelling
Model: F2P Demo
Team Size: ~ 20
Dev Cycle: ~ 1 year
Astronaut themed kids spelling game
Wheel Steal
For my internship at Knucklebones, our job was to convert an original IP “Wheel Steal” into a playable digital format. The main goal we had was to make sure that the game was both fun and engaging as not only a single-player experience (also making sure that It was safe for the kids online) but also in a classroom setting as a fun educational game similar to things like Kahoot or Quizlet.
+ Brainstormed and designed game theming, core gameplay loop, mechanics, developmental roadmaps, and UI for a younger audience (ages 5 to 14)+ Created 3 character abilities to help showcase the fantasy of being a space spelling astronaut including VFX and UI assets for PC and mobile platforms in-engine+ Developed assets for character abilities and integrated level design playground set+ Collaborated with the narrative team to establish the game's story within the Knucklebones universe+ Led design interns, organizing meetings, assignments, and project scope as well as interactions with interdisciplinary teams
Ninjas are Rad Mobile Stealth Game - Player Ability Concept
Tochi - Stealthy ninja strategy game
Tochi is a game concept that revolves around the player becoming a ninja who dashes around different maps. The player has to avoid the gazes of enemies at defiled hidden ninja temples using powerups like wind shurikens and teleportation. Indulging my love of all things glowy, the game is set on a neon-themed geometric landscape.One page GDD is attached below.


Sample Concept Art for a moment-in-frame
+ Gameplay designed for a casual audience with simple but in-depth gameplay, especially for a mobile platform+ Created a pitch deck to showcase the game concept+ Focused on adaptable ability design to allow players to create builds+ Being a ninja is cool
4 classes following the traditional fantasy archetypes of Warrior, Mage (who hates his tacky hat), Rogue, and Cleric. Except they are grooovy. Each class was designed with a melee and ranged weapon
Game concept sketch followed by a sample combat flow chart and a sample boss sketch
Roguelite Disco Themed Character Concepts
Disco Night Fight
A game and character concept revolving around a Disco themed party roguelite. I designed 4 characters and their skill sets with each getting 2 weapons (1 ranged, 1 melee). It was fun to create their designs and do the VFX for their weapon attacks.The game concept itself was quite simple. A dungeon crawl where players could pick up weapons with stat drops and abilities to clear said dungeon. I was aiming for something wacky and fun that would encourage couch co-op with other players.
Ludum Dare 55 Game Jam
Infernal Intern
This was a game jam game following the theme "Summoning". I worked on the initial game concept of being a wizard that summons things on request of a prompt and all of the art assets. We valued humor so some of the characters are.... something.There are 24 possible items that are chosen at random. From each, a combination of 3 types will form 1 of 18 different monsters, from a ferocious Werewolf, a sly Cyclops, a scantily-dressed Demon Lord or even Paris Hilton herselfDownloadable from the Ludum Dare page
Bruna is my attempt at making a simplistic juggernaut who has clear strengths and weaknesses. She strives in team-fighting environments, but as a result, she is lackluster in her lane. Her ultimate is really what came first, as I loved the idea of the repositioning tool, and the rest of her kit was made to help her live her team-fighting dream.
Character Concepts
League of Legends Concepts
WIPS
League is probably the game I have the most time in. So as a result I tend to design the most things about it. I didn't want my portfolio to be fully about League of Legends designs (although it already has 2). So here is just a collection and a brief description of each :)
Initial concept of Musa (the main character music note)Two of my favourite developments I made with our programmer were the radio that allowed players to upload their own music to vibe to, and the pink glowing synth that also vibed to the music :)
Tempo
Design Goals
+ Rapid prototyping and implementation
+ Thematically fitting within the speedrunning genre
+ Encouraging player challenges in both competitive and self-improvement contexts
+ Be mechanically unique with its influences in the rhythm game styleProduction
+ Began development following 8 rules of design brainstorming, focusing on using the keyboard as the primary input method. Did 3 sketches focusing on movement as being the core gameplay of the game
+ Tapping keys enabled players to enter "speed" mindset balancing their perception of tiles coming ahead and their presses, avoiding trap tiles ahead
+ Incorporated references to popular music games, adding a twist to their mechanics allowing players
+ Implemented a mechanic allowing players to speedrun levels by skipping tiles, which contribute to their BPM (beats per minute) and enable faster progress
+ Introduced difficulty through trap tiles hindering movement and reducing BPM
+ Adopted the vibe of the second and third sketches for the game's core look, featuring Neon-DJ City and a music note main character, later evolving into the first-level design
+ Brainstormed a boatload of tile traps and ability augments like row denial or status-inflicting lasers
+ Player feedback gathered through school peers and family with rapid analysis and implementation
+ Asset creation included making models like the main character, as well as various shaders and effects like particle systems or level backgrounds
+ Designed the UI to better enforce the gameplay values of "hyper, speed, retro" including things like a radio and music note themed accentsChallenges
+ Time constraints were the primary challenge, with the majority of work completed within the original 2-week timeframe
+ Initially, gameplay was rhythm-based, but it was adjusted due to player feedback, focusing on responsiveness and speed
+ Addressed player feedback regarding feeling disconnected from levels by synchronizing VFX speed with gameplay instead of altering music pitch
+ Simplified tile effects to maintain gameplay clarity, focusing on basic trap tiles to prevent button-mashing tactics
Initial concepts of the game
+ The first concept during our brainstorming session followed a keyboard-jumping theme
+ The second one came soon after being a racing against time game jumping to the arrow keys to avoid falling off the edge. It was where the music influence came from. , however,
+ The third was the second simplified to jumping with no death state

One visual element of the game is the alternating colour schemes across levels. The dark can become light and vice versa making for visually interesting level designs despite the simple geometric themes
Brainstorming notepad
Tochi
Design Goals
+ Stealth game with simplistic graphics that still support a positive player UX
+ Mechanically simple with room for player growth and style by designing player abilities
+ Playable across any platformConcept
+ Players control an orb (ninja) navigating from point A to B undetected. They can choose to rush through for speed, execute a stealthy, no-detection run, or eliminate all threats
+ The player embodies a ninja using abilities to protect a guarded secret.
+ To ensure accessibility, controls are streamlined to basic functions (dash, ability one, ability two) adaptable for touch screens or traditional buttons on mobile, console, or PC
+ Dynamic playstyles are facilitated by randomly dropped ability blocks throughout levels, replacing previous abilities upon pickup
+ Follow a simple design pattern:
+ + Player and player objectives are circular
+ + Enemy and negative effects are sharp and triangular
+ + Neutral, visual effects are 4 pointed, square / rectangular
+ Left room for the expansion of Enemy type and ability with the default as the balancing point. Tougher enemies may be slower while more Alert enemies more easily distractedAbility Design
+ Abilities offer diverse strategies, ranging from inflicting status effects on enemies to enhancing movement for stealthier navigation
+ Explore various representations of "Ninja", from shadowy magical styles to more assassin-like
+ Initial three abilities are designed to be general, allowing players to focus on gameplay style before choosing specific abilities
+ Abilities are categorized into four main types:
+ + Mobility: Replaces Basic Dash move, serving as the primary method of movement
+ + Offensive: Replaces Leaf Shuriken, featuring moves that debilitate enemies with detrimental effects or outright eliminate them
+ + Passive: Continuous abilities that serve either Offensive or Utility/Defensive purposes
+ + Utility/Defensive: Replaces Shunpo, offering moves that benefit the player
The player's default abilities are
+ Dash: Move in a direction at medium speed and stop at the first obstacle
+ Leaf Shurikan: throw a shurikan that calls the attention of enemies who see it
+ Shunpo: revert to your starting location pre-dash.
This was some part of the initial concept pitch done for Aestronauts. It detailed some of my design goals for the game
These were WIPs for the level design of the game. We had planned for only one main level and so I created a day/night post processing effect that randomly picks between morning/evening/night.The second screen shot is VFX for the ability pick up using a parallax galaxy shader.
Wheel Steal
Design Goals
+ Adapt the real-life game Wheel Steal into a recognizable digital version
+ Utilize digital platform benefits by adding fantastical aura and abilities
+ Ensure the game is accessible for younger children while remaining enjoyable and competitive for older audiences
+ Maintain safety for kids, suitable for playing in classrooms and homesContributions
+ Design a fun and educational experience, inspired by the real-life game's objective of collecting objects and returning them to a team's home base
+ Themed the game around astronauts racing to find and place letters in their engineering bay to build a spaceship home (astronauts are cool)
+ Introduced abilities as side objectives found randomly throughout the map, enhancing gameplay excitement
+ Designed three abilities—grapple, jetpack, and radar—to aid players without overly frustrating opponents
+ Contributed to level design, creating a bubbly park/playground area with ample hiding spots for players and space for the maximum capacity of players
+ Restricted communication to character emotes to maintain a safe environment for younger players
+ Created set dressing and placed them in-engine for things like 3D models, shaders, post-processing and an interactable grass shader
+ Worked heavily in scope management from both other team members but also administration within both the time constraints as well as project goalsChallenges
+ Prioritized safety in design decisions, ensuring appropriate imagery and promoting safe habits
+ Developed a user-friendly experience with name selection options and filtered word choices
+ Onboarding of new interns in rotation quickly and efficiently
A tutorial done for the game, imitating a style of a kids colouring book showcasing all important elements of the game like movement, using abilities, and collecting letters
These were various UI concepts done for the game above for the accounts page, mobile (iPad in this case) and sketches for the end results page.
Okon
Design Goals
+ Create a game focusing on fast-paced movement, sword fighting, and gunplay
+ Implement simple mechanics that foster competition and encourage players to strive for improvementDesign
+ Rather than rewarding players for actions, introduce penalties for inaction; standing still can impair or kill the player
+ Combat is a significant aspect, simplified to emulate older hack-and-slash games, providing players with something to do while in motion
+ Game elements prioritise movement, combat, and defence, equipping players with skills necessary for survival
+ Spawns are counter to player-play patterns. Players who are often in melee range spawn more Snipers, who spawn farther and more spaced out, meant to get them to venture to farther points to kill enemies.
+ Players who tend to stay farther away from enemies are encountered with Slashers who spawn closer and have the mobility to keep up
+ Strong hits that are slightly delayed mean that standing still will most likely lead to you getting shot. Movement is key
+ Weapon Design is designed to be simple and elevate one part of the character at a time while sacrificing something elseEnemy Design
+ 6 enemy types that reflect an aspect of the player.
+ + Spawn - Generic creeps, that get better over time but are worse than the other 5 types, they seek to overwhelm the player with numbers
+ + Sniper - A long-ranged enemy focusing on firing high-damage shots, less durable, but can deal significant damage
+ + Slasher - A melee-themed enemy, focusing on big bursts of melee damage and mobility
+ + Jumper - A CQT shooter, it's squisher but has the mobility to keep up with an active player
+ + Tanker - Focusing on the defensive nature of the player being harder to kill and boasting a stun attack to punish the moment of players
+ + Shooter - An artillerist who changes its attack pattern based on its distance from the player; high-powered beams, or sky-falling missile barrages. Similar to the Tanker, it is harder to kill
+ By varying the enemy type and focuses, it varies what players fight from moment to moment, highlighting adaptability; what would work on one enemy type might not work for anotherPlayer Weapons
All 13 weapons (6 guns and 7 swords) are sidegrades. Every single one trades away something to get something else. There are no direct upgrades. The default weapons are reliable and general. Every other option is a deliberate compromise.For guns:
+ Raijin slows your movement considerably for high-damage charge shots.
+ Eros gives you two bullets and a long reload, but crits instantly reload a bullet and chain and kills stack damage.
+ Pew Pew locks your firing direction to your movement and punishes standing still with the highest damage ceiling in the gun roster. + Void fires a delayed AoE burst that can hit you if you're not careful.
+ Sebby Blaster is a continuous DoT beam with no ammo limit but a heat mechanic that forces you to manage duration.For swords: the same logic applies.
+ Shojin trades attack speed for the heaviest AoE sweep.
+ Mooseydrags you in the direction of the slash whether it connects or not.
+ Akerman is a gun-sword hybrid where alternating between the two stacks damage indefinitely — but resets on any miss or repeat action.The design goal was that every weapon asks a different question about how you want to trade mobility
against output, and the answer should shift depending on what the enemy mix is doing to you and how you want to respond.
Level Design
Design Goals
Overworld elements set the stage for the game, and I created a sample level to showcase gameplay mechanics and the overall vibe of the game. While this level serves as a quick sketch and is not a perfect example, it illustrates a close space battle arena.Through this process, I gained a better understanding of movement versus space. Adjusting movement speed can make maps "feel" bigger or smaller without altering the map itself, allowing for flexible room spacing. Additionally, I explored the concept of adding a smaller third level underneath, similar to my initial concept.I began by creating a rough blockout in Blender before refining and importing it into Unity. The level aims to feel enclosed yet spacious enough for maneuverability and pacing for various enemy types. I conducted partial asset creation, including modeling and texturing, using objects from SketchFab's free asset section. Additionally, I utilized Unity's lighting and post-processing systems to set the mood and depict the destruction of the level.
Little Elementals
Design Goals
+ Develop a demo emphasizing the fantasy of a cottage witch creating elementals
+ Focus on three main design pillars: cute, magical, and cozy
+ Make a UX environment that was simple and clear to players what their goal wasDesign
+ Utilized pixel art for the cute aspect, employing a simple style with flat colors and dithering gradients for saturation
+ Captured the magical essence by allowing players to play as a witch crafting new elementals using trinkets and doodahs on the desk and the magical altar
+ Incorporated magic into the UI with a scroll book for storing new elementals, black crystal UI buttons, and combination VFX
+ Limited elemental combinations in the demo to four original elementals (Fire, Water, Earth, Air) and their different combinations on the altar
+ Each elemental possessed a unique personality, encouraging players to discover other undiscovered elementsFuture Considerations
+ Deferred mixing between new elements and the original four due to demo scope, but consider exploring it in the future
+ Plan to enhance the cute aspect with 3D models for elementals, supplementing the existing sprites for cataloging purposesPlayer Experience
+ Prioritized intuitive UX with minimal parallax effect on the altar and elemental buttons resembling sockets for easy interaction
+ Implemented two VFX variations on the altar: a full magic circle burst animation for successful combinations and a quicker, partial animation for failed attempts
First version (white and yellow) of the game, followed by the most recent. The game went through many iterations, each adding or changing a core mechanic, like player choice.Graphic design was my passion...Below was a flowchart design for how a sample turn could go.
Final Stand
I worked to wrap my head around what makes pen-and-paper games so addicting for players. Balancing was a major hurdle for this project as the essence of the game is a 4 v 1. One player is a powerful Monster and the rest, Heroes, are sent to destroy them. It was important that the Monster felt powerful, but not indestructible, and the Heroes felt capable but not overbearing. I kept the graphic design of the ruleset in mind both for appeal and for experimenting with player expectations and how that contributes to the excitement for a game.Design Goals
+ Create a versatile ruleset using basic materials adaptable to various themes
+ Enable players to customize and expand upon the core rules to create their own unique gameplay experiences
+ Ensure the game can be played within a short duration, around 10 minutes, to accommodate multiple players and diverse events in each sessionDesign
+ The Monster primarily chooses between higher single-target effects versus weaker multi-target effects by rolling a set of dice for their effects
+ Heroes must manage their decks and lives, counterbalancing the many versus one aspect of the game
+ Utilize basic playing tools to allow easy play both in-person as well as onlineChallenges
+ Balancing player choice was a significant challenge. Striking a middle ground was crucial to prevent overpowering one role over the other, focusing on two styles of choices for both sets of players.
+ The alternate win condition was introduced to add tension and variety to the gameplay. While somewhat difficult to achieve, it serves as an "oh shit" moment for heroes and adds strategic depth by restricting the Monster's options in each game.
+ Changing the dice style from a d10 to 2d6, adding the probability curve more favourable for Monsters while also giving them more options (10 to 12). The previous d10 also felt too random to have any thematic value, with 2d6 allowing more interesting effects on the higher and lower sides of the rollThe game was playtested over a long stretch of time with varying types of players. DnD players, Card n Board game players, and non-gamer friends and relatives. This was integral in tweaking elements as simple as numerical changes (this roll was always doing too much damage or removing too many cards). To more core design changes, like how in the first iteration, there wasn't very much choice between players, what you rolled is what you did, and there was a difference if Player A or Player B was the one who did it, especially on the monster side. This was a failure in the fantasy as the game pretty much played itself.
Asymmetric Design Considerations
Monster - Simpler decision tree, but more agency with each of its actions. This was the side I felt was weaker through playtesting. This was from instances where the monsters' abilities were so straightforward that there was no real "thought" to their actions, and the difficulty it was to claw out victory after a good couple of draws from the Heroes.
Dice Rolling using 2d6 (RNG)
+ Decides the strength of an attack made. The bell curve ensures that very strong attacks occur rarely yet have the greatest impact, while heroes expect purely random card draws.
Attack form selection (decision)
+ Single-target deals more damage to eliminate an enemy hero faster, whereas multi-target deals less damage but still deals damage to all four heroes.
Target choice (decision)
+ In case of attacking just one enemy, the monster picks the target, like if one hero is weaker, or another has a card that has a higher chance of being drawn.
Alternative victory method (alternative win)
+ Makes the heroes react more than they act, limiting their freedom of action. Allows for a (usually) unexpected win!Heroes -
Deck Management
+ Each hero manages their own deck, making quick decisions on the card drawn for you
Life Economy
+ On top of Deck management Heroes have to manage their lives (their own and their party)
Coordination
+ The crux of this design process. Coordination with the party on who needs what and what card is drawn in the round. The heroes have more options, but are individually weaker than the Monster's, relying on the combo of Heroes to make a big impact.
The pages used in the installation piece. They are a journal made by Howzer in-world and describe things like his old lab space, his augmented arm and leg, aswell as abilities.
Howzer
I wanted to create a complex support character that uses a unique mechanic (similar to Aphelios and Hwei). Instead of mana Howzer keeps a range of gauges that can be consumed to empower his abilities allowing the player to adapt to every situation. I wanted players to have the fantasy of becoming the alchemist of Piltover combining his effects to create better brews.Design Goals
+ Leverage League of Legends' design foundation and extensive case studies to inform Howzer's design
+ Addressed a gap in the support play pattern by introducing a difficult enchanter archetype
+ Aimed for Howzer to play and feel like an alchemist, distinguishing him from other scientific-style characters in League of Legends
+ Strived to enhance team interactions, a feature often lacking in traditional enchanter charactersDesign
+ Howzer's kit revolves around two main mechanics:
+ + A gauge system replacing his mana
+ + A reaction system where his abilities interact with his Q ability creating different effects
+ While he can perform traditional enchanter tasks like shielding and debuffing enemies, his true strength lies in players mixing and matching his abilities for more potent effects.
+ It was crucial to ensure that not all of his abilities relied on this interaction to provide value, striking a balance between team reliance and individual agencyChallenges
+ Initially, Howzer's design was simplistic, revolving exclusively around the gauge system. Abilities lacked cohesion and failed to capture the theme of an alchemist, feeling more like standard mage abilities.
+ Struggled with balancing Howzer's kit to avoid making him too overbearing without clear weaknesses. He excels in lockdown environments where he can continuously apply reactions and priming effects
+ A main point of balancing for Howzer is his being proactive in nature with most of his abilities having a delay before being cast
+Testing is neigh-impossible, relying on estimations based on existing League of Legends champions
The actual instillation photographed above. The idea was that you were walking into his head reading his journal haha. It would have helped the immersion if I doubled or even tripled the number of pages (2-3 of each page) haha
The first two concepts for his ability. The first being the generic variant that I felt was too simple. The second major concept being a bit closer to his final state but still missing the alchemist nature I wanted to differentiate him from Ziggs, Heimer, and Singed.
Hextech Synthesiser
Design Goals
+ Develop an enchanter support item using Sheen
+ Deter abuse from non-enchanters
+ Create a niche item using combinations of epic and basic items already present in League of Legends
+ Compare and contrast with other Sheen items (Bloodsong / Lichbane) while ensuring it does not overshadow them
+ Relate to Howzer and his role but not make it a mandatory purchase for himDesign
+ Features a cheaper build cost, allowing it to be built first or second in item progression
+ Scales poorly with AP but has a higher scaling with Heal and Shield power to encourage enchanter use and deter other mage types
+ Intended for use in defensive lanes for semi-constant sustain or aggressive team compositions where additional damage and healing can facilitate positive trades.
+ Despite mediocre gold efficiency, provides additional stats due to ramping Heal and Shield power and Movespeed increase
Stats tested against Lich Bane and Bloodsong for balance comparisonThe WHY
+ 117.32% gold efficient
+ Sheen embodies an aggressive nature, reducing ability cooldown and increasing damage on hit
+ Paired with Bandleglass Mirror to ensure it remains a viable early-game option for Enchanters despite their limited funds
+ Enchanters, naturally squishy and inclined to stay in the backline, may find auto-attacking risky; thus, a movement speed bonus is included to incentivize more aggressive playstyles, which can prove beneficial in the late game
+ Synergizes effectively with Dawncore, offering a high-value return on Mana Regen into Shield Heal power for supports
+ While primarily designed for Enchanter supports, its built-in heal and shield power make it somewhat viable for non-enchanter supports as well, catering to niche play stylesChallenges and Future Considerations
+ Balancing the cost, stat line, and build presented a significant challenge in finding the middle ground of usefulness within the enchanter class without becoming a mandatory purchase
+ I considered adding Health (and changing the building support item from Bandleglass to a tankier element) because that would help incentivise Supports to be more in the midst of combat. My fear however is the value that brings to other classes who would use it
+ I have the healing effect not apply to the caster due to similar concerns. I played around with the idea of applying a much smaller variant of the heal or instead increasing the move speed bonus given to players but I feared that would just make killing the support significantly more annoying
Comparable Item Analysis
Sheen
+ Item has seen various iterations with one of the more recent ones adding Ability Haste and a build component
+ Can only build one Sheen item because Spellblade does not stack, meaning that each Sheen item has a niche that it exploresIceborn Gauntlet
+ 98.08% gold efficient
+ Deals physical damage (lower than ER) but has the added benefit of creating a slow field around the target that scales with the user's max HP
+Used as an offensive tank item, using the slow to make it difficult to run
+ Tank supports can play this item using it as more of a utility item to set up engagement with their teamLich Bane
+ 102.63% gold efficient
+ Built on AP assassins, sometimes burst mages
+ Offers raw damage, little utility (Ability Haste), usually built into squisher enemy teams
+ Has base AD ratio, rending the item usable much earlier than just AP ratio but deals magic damage
+ Often built early in matches due to the consistent burst damage it can add to championsEssence Reaver
+ 134.78% gold efficient
+ High physical damage usually on caster Attack Damage Carries, assassins, lethality bruisers
+ Built into squisher enemy teams similar to Lich Bane
+ Has the benefit of mana restore, which can make it a must-have item on mana-hungry AD casters like SmolderBloodsong
+ 283.33% gold efficient
+ Special case, cannot be bought normally but instead earned as Supports upgrade their support item
+ Functions as a damage steroid used in burst comps to squeeze out more damage in trades and engages
+ Originally often used with ad supports, but has been used to bring non-supports to the support role for burst damage (one of the biggest examples being Camille)Trinity Force
+126.01% gold efficient
+ Deals physical damage, less than ER but more than IG
+ Often built by regular bruisers, or tankier building ADC due to its stat line
+ Falls in and out of meta, as users sometimes prefer to trade the Sheen procs for more stats overall
+ Offers utility due to the flat move speed bonus on its passive
Damage Calculator
Calculations were done comparing Hextech Syn to Bloodsong and Lich Bane (other items that would be alternatives to Hextech Syn). Using a selected champion's base attack values at 1, 6, 13, and 18 as well as a build that the user can customise. Comparing Hextech Syn Healing as well as damage numbers.

Janna using Imperial Mandate, Shurelya Battlesong, Redemption, Dawncore, a stacked Hextech Syn, and a Support item

Lulu using just a stacked Hextech Syn and support item

Bard using a support item and a unstacked Hextech Syn

Ekko using Luden's Companion, Lich Bane, and Rabbadon's Deathcap

Ekko using Luden's Companion, a stacked Hextech Syn, and Rabbadon's Deathcap
Select your champion and create their build (with some passive effects) with math for Rabaddon and Dawncore to be accurate. Anywhere that has a drop-down is selectable and users can add their own items and champions in the Catalog tab.






















































































































